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> Efficient Transitions- using transfer maps better., Use less maps when using Transfers
Pharonix
post Jul 24 2011, 06:01 PM
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My second Tutorial. This time on Transitional Maps

This is Pharonix' Efficient transitions
Tutorial.


You will need a few things,
1 Variable - to keep track of the exit events.
Also 2 events per transitional map
With use of Conditional branches.

In order to perform the efficient transition.
You will need to set the variable of your choice
- your [Transfer number] variable, here it is [0001]
during the transfer event,
start with, [control variables] -> [0001]:Transfer
Set it to a number SPECIFIC to the event, so it is best
to ALWAYS go in order.

For example, staircase A1 and A2 would set [0001]:Transfer
To 1, B1 and B2 would set [0001]:Transfer to 2 and etc.

For the conditional branches, all you need is one branch per
total number of events sending to the Transitional map
so if 9 events use the transitional map, use 9 branches.

The branch looks somewhat like
If [0001]:Transfer == 1
Transfer player map x loc(x,y)
else
If [0001]:Transfer == 1
Transfer player map x loc(x,y)


Simple, no?

THE transition events

event StairA1
Control variables
[0001]:Transfer = 1
Transfer Player: Transitional map x,y

event StairA2
[0001]:Transfer = 1
Transfer Player: Transitional map x,y

Transitional Map

Exit left
If [0001]:Transfer == 1
Transfer player MAP001 loc(x,y)
(Location of Stair A1)

Exit right
If [0001]:Transfer == 1
Transfer player MAP001 loc(x,y)
(Location of Stair A2)

This also works well when making a stair puzzle in
which you also want a transitional map.

Next imagine if you want a certain staircase to CHANGE
the destination if a switch is pressed
This is easily attainable by adding a conditional branch AROUND
the variable setting such that

If Switch is on
control variable Transfer = x
else Transfer = 1

You wil have to remember to add the correct branches to the
Transfer map such that the way you entered will lead back the
way you came, and the way forward will go where you want

You will also have to change the new destination to have the same
conditional branch, unless you want a ONE WAY passage, in which case
you would turn the switch off after the transfer unless you want that
passage to permanently be open, unless you want it to be locked.

DEMO
http://www.mediafire.com/?ceezt775rwrnua5

This post has been edited by Pharonix: Jul 24 2011, 06:03 PM


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Alt_Jack
post Jul 24 2011, 07:43 PM
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This seems....odd. Mind you, if you used "input number/variable" for the transfer variable, so that the player sets the variable themselves (rather than just arbitrarily sending them somewhere) , you could make an elevator event.
Otherwise, it's application is a bit unclear, but that may just be me. confused.gif


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